uniform sampler2D cm_hightMap;
uniform sampler2D cm_map1;
uniform sampler2D cm_map2;
varying vec2 outTexCoord[2];

void main(void)
{
	float a = texture2D(cm_hightMap,outTexCoord[0].xy).g;
	vec4 c1 = texture2D(cm_map1,outTexCoord[1].xy);
	vec4 c2 = texture2D(cm_map2,outTexCoord[1].xy);
	vec4 c3 = c1*a+c2*(1.0-a);
	gl_FragColor = c3;
}